This study assesses the feasibility of adding a serious game to treatment as usual (CBT) in ameliorating emotion regulation skills. 1) When (number of sessions) are adolescents losing their interest in the game? Are they satisfied with the game in…
ID
Source
Brief title
Condition
- Other condition
- Anxiety disorders and symptoms
Synonym
Health condition
depressieve stoornissen
Research involving
Sponsors and support
Intervention
Outcome measures
Primary outcome
Emotion regulation strategies:
FEEL-KJ:
Adaptive strategies are problem solving, distraction, evoke a positive mood,
acceptance, forgetting, cognitive problem solving and reevaluation. Maladaptive
strategies are giving up, aggression, withdrawal, self devaluation and
rumination. External regulation strategies are also measured: social support,
expression and emotional control.
The DERS (Difficulties in Emotion Regulation Scale) is a scale to assess
emotion regulation difficulties within the following dimensions (1) awareness
and understanding of emotions, (2) acceptance of emotions, (3) ability to
engage in goal-directed behavior when experiencing negative emotions and (4)
access tot emotion regulation strategies perceived as effective.
Homework/hours playing dojo
Personal game data (logs Dojo):
- times they play Dojo.
- duration of time they play Dojo.
Negative effects
- Have you experienced negative effects while playing Dojo?
- How did the game affect your homework/school, social contacts and hobbies?
Functioning in daily life
The Kidscreen-52 is a questionnaire of 52 questions that measures the quality
of life of youth (8-18 years old) for physical, emotional, social and cognitive
functioning.
Satisfaction
Satisfaction with the game will be measured with the question (after treatment
of 12 weeks):
- Satisfaction (between 0-10, 0 not all satisfied, 10 is very satisfied).
Secondary outcome
Anxiety
Anxiety will be measured with the Youth Anxiety Measure for DSM-5 (YAM-5). The
YAM-5 is a self report questionnaire to asses anxiety disorder symptoms in
children and adolescents (8-18 years old). The scale to measure anxiety
consists of two parts: major anxiety disorders (28 items) and specific phobias
(22 items).
Depression
Depressive symptoms will be measured with the Children Depression Inventory,
CDI-2. This is a self report questionnaire to screen depressive symptoms for
children between the age of 7 to 21 years old.
Background summary
Research suggest that incorporating adaptive emotion regulation strategies into
effective treatments of internalizing problems is important, needs more
attention and can increase efficacy of the treatment (Braet & Bögels, 2014).
This seems even more important for adolescents with internalizing
problems.Cognitive behavioral therapy (CBT) is the most used and evidence-based
approach for therapy of adolescents with symptoms of anxiety and depression
(Hannesdottir & Ollendick, 2007), but there are limitations; (1) children and
adolescents can be inconsistent in their motivation to change and may find the
sessions boring, and (2) there is a large gap between what they actually learn
from the CBT and what they practice in everyday live (Kazdin & Blase, 2011).
Therefore, other models of treatment are being developed to deliver healthcare
that is more attractive for younger patients and make a sound translation to
their daily life. One of these novel approaches is gamification (Kazdin &
Rabitt, 2013). Video games hold immense potential to teach new forms of thought
and behavior, because youth is already motivated and used to play videogames
(Granic, Lobel & Engels, 2014). Therefore, serious games can possibly support
the learning of new techniques if traditional CBT methods are too boring.
They provide knowledge as well as elements of play and increasing engagement
(Girard, Ecalle & Magnan, 2012). Serious games also provide opportunities to
practice new regulatory skills until they are automatized and form new neural
patterns for generalization (Schuurmans et al., 2015). Another relevant
advantage of a serious game is that it costs less time then a regular CBT and
this may have an impact on the number of drop-outs. Schoneveld and colleagues (
2018) also suggest that it is an advantage when youth has access to the serious
game at home.
Earlier research on serious gaming for improvement of ERS has focused mostly on
youth with externalizing psychopathology and anxiety in a residential setting,
but emotion regulation problems also occurs within youth with internalizing
psychopathology. The present study aims to test the feasibility of a serious
game for emotion regulation problems (Dojo) and will asses the initial
effectiveness of the serious game as add on to treatment as usual (TAU) among
youth with internalizing psychopathology in an ambulatory setting, more
specific adolescents with anxiety or depression.
We hypothesize that adolescents who play a serious game as add on to the
regular CBT stay more interested to play the game, are satisfied with the game,
do more homework and are able to apply the learned strategies in real-life. We
expect little negative effects. We also expect an improvement in their adaptive
emotion regulation strategies and a decrease in their maladaptive emotion
regulation strategies. Finally, we hypothesize a decrease in their
anxiety/depression symptoms.
Study objective
This study assesses the feasibility of adding a serious game to treatment as
usual (CBT) in ameliorating emotion regulation skills.
1) When (number of sessions) are adolescents losing their interest in the game?
Are they satisfied with the game in general?
2) What is the duration and frequency that adolescents spend on their homework
(play the game)?
3) Are there negative effects (on their homework/school, social contacts and
hobbies)?
4) Is there a decrease in the use of maladaptive emotion regulation strategies?
5) Is there an improvement in the use of adaptive emotion regulation
strategies?
6) Is there a decrease in the anxiety/depression symptoms?
Study design
This study is an open clinical trial. Emotion regulation strategies are
investigated with self-report questionnaires (quantitative data) pre-
post-treatment and during follow up after 3 and 6 months. The amount/duration
of homework, interest in the game and satisfaction are being measured with a
short questionnaire (qualitative data) and personal game data, such as time and
duration they play the game . Negative effects (on their homework/school,
social contacts and hobbies) are being measured with questionnaires
(quantitative and qualitative data).
Study burden and risks
Burden:
Emotion regulation strategies are investigated with self-report questionnaires
pre- post-treatment and during follow up after 3 and 6 months (1: 55-60 min, 2:
55-60 min, 3 & 4: 45 min).
Playing the serious game: minimum of 20 minutes a day in 12 weeks (total:
minimum of 1680 minutes).
Possible benefits: improvement of emotion regulation strategies.
Possible risks: little risk of development of a game-addiction.
Kea Boumanstraat 36
Arnhem 6833LK
NL
Kea Boumanstraat 36
Arnhem 6833LK
NL
Listed location countries
Age
Inclusion criteria
Adolescents are being included when there is internalizing psychopathology (a
depressive or anxiety disorder is measured with the Dutch translation of the
Mini International Neuropsychiatric Interview for children and adolescents
(MINI-KID) and emotion regulation difficulties, which are measured with the
FEEL-KJ (an instrument to measure emotion regulation strategies in children and
adolescents).
- Cut off score FEEL- KJ:
o Adaptive emotion regulation strategies < 40 (low use of adaptive emotion
regulation strategies), and/or
o Maladaptive emotion regulation strategies > 60 (high dysfunctional use of
emotion regulation strategies).
Exclusion criteria
Adolescents are excluded from the study if there is an other mental disorder
diagnosed, such as ADHD, autism or substance abuse.
Design
Recruitment
Followed up by the following (possibly more current) registration
No registrations found.
Other (possibly less up-to-date) registrations in this register
No registrations found.
In other registers
Register | ID |
---|---|
CCMO | NL70123.091.19 |